Interesting... He probably has a character slot too. It'd be a matter of finding out what value is his and replace one of the slots (random?) with that code. Thinking old school Gameshark methodology and how they'd unlock boss characters.
Regarding DOA2U models, I know one guy converted some DOA3 models to be usable in DOA2U/DOA Online, so I guess it might be possible to also go the other way. Would be cool, I know there are certainly a couple of DOA2U costumes that I'd like to see in DOA3.
DOA3 had a couple of lines that sounded weirdly translated to me, so I went and rewrote some of the subtitles. For those who are interested, you can get the file for use with your game here: http://www.mediafire.com/download/66zn052nuunk2u6/Default.xbe
(Please note that I've only modified the English subtitles, and that the subtitles in the other languages might get a bit messed up when you're using this file)
Special thanks to @werewolfgold for his help in translating the Japanese lines to English.
If I'm remembering right, then no, it's not included.I was looking over the costume thread and noticed this post that I had previously overlooked:
Are these translation fixes already present in 3++'s Default.xbe?
Bass's costume is attached in the updated .rar download in the costume thread. It's "bas13".Got a suggestion. Is it possible to do something to the "CRITICAL HIT!", "3 HIT COMBO!", "HI COUNTER THROW!", etc. type of messages to make them more noticeable? Like perhaps making them brighter, or giving them a noticeable outline like the stage/timer indicator in Time Attack has. In DOA3, these messages are very dull and often become hard to read, blending into the scenery.
Examples:
View attachment 25415
View attachment 25416
View attachment 25417
By the way, could you share that Bass costume? lol.
Edit: Like what usagiZ did for DOA2++.
View attachment 25418
PP2K - 110% speed, i21=>i19 frames, opponent recovers 3 frames earlier to keep the move -17 on block